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Primitive meshes are special in that they aren't created until calling one of their methods which cause it to actually create the mesh resources. If this is not done early enough, a changed signal can be triggered from an unexpected thread resulting in a threading warning. This follows the pattern of mesh_instance_3d which also does this before connecting to the change signal. Future cleanup could provide a better means to populate the meshes. |
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.. | ||
2d | ||
3d | ||
animation | ||
audio | ||
debugger | ||
gui | ||
main | ||
resources | ||
theme | ||
property_list_helper.cpp | ||
property_list_helper.h | ||
property_utils.cpp | ||
property_utils.h | ||
register_scene_types.cpp | ||
register_scene_types.h | ||
scene_string_names.cpp | ||
scene_string_names.h | ||
SCsub |